Another update file to bring some tweaks and improvements to this wargaming sensation

Matrix Games and 2by3 Games (www.2by3games.com) are excited to announce the latest update available for the wargaming masterpiece, War in the Pacific. The incremental update brings a handful of changes and gameplay improvements, especially with air detection devises. Note that this update is currently only incremental with a comprehensive release expected to follow shortly.

David Heath, Director of Operations at Matrix Games, said “War in the Pacific is one of the most ambitious and well done wargames ever created and we’re more than happy to continue to support the games rich content years after its release.”

Based on the award winning Uncommon Valor game engine, War in the Pacific is a comprehensive and enthralling World War II wargame set in the Pacific Theater. With 60 miles per hex scale and realistic loss calculation, War in the Pacific gives gamers the chance to wage either side of the Pacific Theater with unprecedented accuracy and detail. Since half the planet Earth is covered by the titanic Pacific struggle, the game is massive in scope, covering thousands of ships tens of thousands of aircraft. There are 15 campaigns included with the game, which can be played against the computer opponent, hot seat, by secure email. Without a doubt, War in the Pacific now gives you the chance to fight the entire war your way on every level.

Item 1 – Correct issues related to task forces discontinuing loading after another task force was disbanded in the same hex. Item 2 – Correct issues related to TF destination fields not being cleared. This was causing some TFs under player control to move towards apparently random destinations. Item 3 – As an interim measure, until the scenario data can be updated, correct the Type 13 radar (device 139) to have penetration=500 thus enabling it to function as an air search radar. This change will be removed once the scenario data is corrected. Item 4 – Add air detection devices to the device pool displays. Item 5 – Add code to enable building of air detection devices: 139, 142, 137, 138, 213, 143. Item 6 – Complete enablement of air search radars aboard ships and increased randomness of radar effectiveness. Item 7 – Handle overflow for planes diverting to CVs to convert to Op Losses. Item 8 – Additional performance improvements for DivideCrippledTF. Item 9 – Change to AutoMineSweep to enable MS to sweep same base.

Item 3 – As an interim measure, until the scenario data can be updated, correct the Type 13 radar (device 139) to have penetration=500 thus enabling it to function as an air search radar. This change will be removed once the scenario data is corrected.

Can someone explain how this is implemented? Will the patch do this or do we have to do this ourselves?

Item 3 – As an interim measure, until the scenario data can be updated, correct the Type 13 radar (device 139) to have penetration=500 thus enabling it to function as an air search radar. This change will be removed once the scenario data is corrected.

Can someone explain how this is implemented? Will the patch do this or do we have to do this ourselves?

I am 100% sure that this is just quickfix in EXE until database is fixed (i.e. this patch is just EXE only just as all recent ones)...

a) There is no 1.8.0.5 ... so games that are patched up to 1.8.0.4 may be updated to 1.8.0.6 by use of this incremental patch.

b) Thanks to Don and MichaelM for their cide contributions.

c) Thanks to Michael W for his suggestion regarding inclusion of the minesweeper idea.

d) Thanks to Xargun and the rest of the beta team for testing.

e) Regarding the question on device 213, I believe this is correct and we added this to the production pool (even though it is not an air detection device) but I'll huddle with the team and we'll validate.

f) As has been stated, this is an EXE only upgrade hence no restart required.

This is my first patch with a PBEM going. I just read the sticky on the 1st page about proper upgrading procedure. Does that still apply to this update? So, per the sticky, the Japanease player updates first before he makes his moves but after generating the previous turn for the allied player? And then the Allied player updates before he does his turn?

The way I usually handle it is for me (as the Japs) to upgrade first, then run a turn and send it back, having my PBEM partner upgrade before he processes the turn.

I thought the process was, Jap player runs the turn to produce combat replay. Jap player then upgrades and makes his moves. Jap player save the turn and sends it to allies. Allies run combat replay. Allied player then upgrades and makes his moves.

I thought the process was, Jap player runs the turn to produce combat replay. Jap player then upgrades and makes his moves. Jap player save the turn and sends it to allies. Allies run combat replay. Allied player then upgrades and makes his moves.

That is the way I've always done it.

Even so, on the last upgrade, the combat replay was not in sync on any of my games, but it came back in sync the next turn.